WaltDisneyImagineering-August2013

— from Walt Disney Imagineering Research & Development (“WDI R&D”)

From DSC:
Though it looks like the latest round appears to be done, what caught my eye here were the following items:

Blending the physical w/ the virtual and the platform:

  • The experience must take place simultaneously in a physical space and one of the following:
    • Interactive Website
    • Mobile (smartphone, tablet device, etc.)
    • Another physical location
  • Other media formats and platforms are encouraged as well. Use your imagination!

Immersion

Digital storytelling

Creativity

New media literacies

Interactivity

Participation

Imagination

 


Questions:

  • How might these concepts be used in modern K-12 courses? In higher education?
  • How could our “textbooks” incorporate these concepts?
  • Which disciplines should be involved in these cross-disciplinary endeavors?

 

FlixMaster changes model; becomes Rapt — from bcbr.com by Joshua Lindenstein

Excerpts:

BOULDER – Highlighting a shift toward a new model for its interactive online video platform, Boulder-based FlixMaster Inc. this week announced that it is changing its name to Rapt Media Inc.

“When we founded FlixMaster, we set out to create the best toolset for video creators wanting to build interactive videos, and we succeeded in doing that that,” Rapt co-founder and chief executive Erika Trautman said in an email.  “But as we partnered with really sophisticated companies (like HBO and Maybelline), we realized that our platform and the opportunity it posed was bigger than just interactive video. It was about improving online communication and storytelling through interactivity of all kinds, with video as the central component. Our company had already transitioned to this bigger vision, and we wanted a name that could reflect that vision.

 

FlixMasterBecomingRapt-August2013

 

Additional thought from DSC:
This item relates to the convergence of the television, the computer, and the telephone that I’m pulse-checking. I’m hopeful that such a convergence will provide students in the future with 24×7, highly-engaging, interactive, customized/personalized content:

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More choice. More control.

 

 

From DSC:
The way we interact with digital video may never be the same again.  Consider the following developments/items:

 


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Touchcast2-July2013

Touchcast.com

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TouchcastDisruptsTVWatching-July2013

How TouchCast plans to disrupt TV watching

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TouchCast: a television studio in your iPad — from agbeat.com by Jennifer Walpole .

 


 

 

Interlude2-July2013

 

interlude.fm

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Interlude-July2013

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Interactive video startup Interlude raises $16m from Intel, Sequoia and other big names — from thenextweb.com by Robin Wauters

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FlixMaster2-July2013

Flixmaster.com

 

 


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  • What is MTEVIDEO?
    The Motion Touch Enabled Video platform allows you touch on the things that interest you as they move within video, adding them to your personal boutique so you can learn, shop, and share from any MTEVIDEO whenever you want.

 

With Cinematique’s ‘touch-enabled’, shoppable videos, product placement might not be so bad — from techcrunch.com by Anthony Ha

 


From DSC:
I sure hope that we can use these sorts of tools, concepts, and technologies within the educational/training-related realms! More choice. More control. Participation. Interactivity. Engagement.

 

 

 

 

Excerpt (emphasis DSC):

A question appeared last year, when I tried to learn how to do video mapping. What if everything around us become screens? How would a living space look like with this technique of projection? 

During one month of realisation, here is what I created as a fragment of my imagination, to answer these questions.

 

 

The New Storytelling Frontier — from huffingtonpost.ca by Katherine Brodsky

Excerpts (emphasis DSC):

Long gone are the days of static content. Consumers are looking for more and transmedia storytelling offers an increasingly popular approach for creating property-based universes. Transmedia content itself is also evolving. It’s becoming more dynamic, more interactive, offering greater opportunities to engage audiences with creative user-generated content that adds to the storytelling experience. It is becoming more communal.

Although traditional models allow for greater control of content, strategies that can engage fans more actively and allow them to express themselves and even contribute to the development of a show, get them more involved and, ultimately, more willing to buy in.

 

From DSC:
As the use of storytelling is a powerful tool for learning, I can’t help but wonder…

  • What might be some creative possibilities arising from the developing world of transmedia that students and/or educational organizations could develop?
  • In what ways could we build more interactivity and social networking into our “digital textbooks” and mobile-based applications?
  • Would transmedia-based content help maintain interest, engagement, attention?
  • Would it help establish longer term memories/recall?
  • How might it help build students creativity and foster more experimentation/play/participation?
  • What roles might students play? (Writer, videographer, sound designer, actress, programmer, game designer, project manager, entrepreneur, etc.)
  • What tools and skills would students need to create their own transmedia-based experiences?
  • What new forms of storytelling might evolve from these efforts?
  • Could transmedia work its way into blended learning models?
  • Are new opportunities for immersing oneself in a particular subject matter becoming more available through transmedia-based experiences?
  • Could streams of content be wrapped in transmedia-based experiences?

 

 

 

 

Notes from DSC:

  • Some of the material in this presentation or the website may not be appropriate for a younger audience.
  • Notice how many potential jobs/roles/positions/skillsets can be explored here!

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TransmediaStoryProductionIntro-April2013

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TransmediaStoryProduction-April2013

From DSC:
The word Bible is here not quite I think of as the Bible…but you’ll get the point if you review Gianluca’s presentation.
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TransmediaStoryProduction2-April2013

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TransmediaStoryProduction3-April2013

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Questions from DSC:

  • What opportunities might be presented by this type of trend within the worlds of education/training? (i.e. within K-12, higher ed, the corporate world)
  • What sorts of streams of contents could be created for educational/training-related purposes?
  • What sorts of open doors are now present within the world of communications? For a church, a school, a college, a business?
  • How can we incorporate the use of story more effectively in our teaching and learning environments? (If we could do this, we could greatly increase our students’ ROI.)

 

 

MOOCluhan: Using McLuhan to understand MOOCs — from computinged.wordpress.com by Mark Guzdial

Excerpt:

“Anyone who tries to make a distinction between education and entertainment doesn’t know the first thing about either.” — Marshall McLuhan

 When I first heard this famous quote from McLuhan, I was insulted.  Surely, McLuhan must not appreciate high-quality education, that he considers it no better than mass-market education!  Now, I have a better appreciation for what that quote is saying, and I realize that what he’s saying is deep and important, and relates to what MOOCs are missing.

Tagged with:  

Specialty classroom technologies — from centerdigitaled.com

  • Kristy Chapman | Special Education Director | Union County | Board of Education, GA
  • Kyle Li | Full-time Game & Learning Instructor | School of Art, Media, and Technology | Parsons, The Newschool for Design, NY
  • Moses A. Ojeda | Principal (I.A.) | Thomas A. Edison Career & Technical Education High School, NY
  • Denise Spence | Magnet Lead Technology Teacher | Academy for Technology Excellence | Academy for Digital Excellence | Academy for Game Design and Programming Excellence | Dunbar High School, FL

Session was moderated by Tom Ryan, Ph.D. | Sr. Fellow, Center for Digital Education | Former CIO, Albuquerque Public Schools

Resources

 

Example slides:

 

Converge-1-17-13FullSteamAhead

 

Converge-1-17-13-2

 

 

Converge-1-17-13-3

 

 

Converge-1-17-13-4

 

Converge-1-17-13-5

 

Converge-1-17-13-6

 

Converge-1-17-13-9

 

Converge-1-17-13-10

 

Converge-1-17-13-12

 

Converge-1-17-13-13

 

Converge-1-17-13-14

An innovative, sharp concept for a potential Apple TV

An à la carte Apple TV concept integrates Siri, FaceTime, and cable/satellite providers (Gallery) — from 9to5mac.com by Jordan Kahn

Example “screenshots” from this concept:

Apple TV Concept - Nov 2012

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Also see:

 

From DSC:
This relates to what I’m calling “Learning from the Living [Class] Room”

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The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

Apple TV and the transformation of web apps into tablet and TV dual screen apps — from brightcove.com by Jeremy Allaire

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Excerpts:

Importantly, designers and developers need to shed the concept that “TVs” are for rendering video, and instead think about “TVs” as large monitors on which they can render applications, content and interactivity that is supported by a touch-based tablet application.

The key concept here is that this pervasive adoption of TV monitors is the tip of the spear in creating a social computing surface in the real world.

Specifically, Apple has provided the backbone for dual screen apps, enabling:

  • Any iOS device (and OSX Mountain Lion-enabled PCs) to broadcast its screen onto a TV. Think of this as essentially a wireless HDMI output to a TV. If you haven’t played with AirPlay mirroring features in iOS and Apple TV, give it a spin, it’s a really exciting development.
  • A set of APIs and an event model for enabling applications to become “dual screen aware” (e.g. to know when a device has a TV screen it can connect to, and to handle rendering information, data and content onto both the touch screen and the TV screen).


[Jeremy listed several applications for these concepts:  Buying a house, buying a car, doctor’s office, kids edutainment, the classroom, retail electronics store, consuming news, consuming video, sales reporting, board games.]

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Also see:

 
From DSC:
Graphically speaking — and approaching this from an educational/learning ecosystems standpoint — I call this, “Learning from the Living [Class] Room.

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The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

Learning from the living room -- a component of our future learning ecosystems -- by Daniel S. Christian, June 2012

 

 

Related item:

zspace.com - zSpace is a revolutionary, immersive, interactive 3D environment for computing, creating, communication and entertainment.

 

Just look at the markets for their products:

  • CAD/CAM/CAE
  • Data Visualization
  • Education, Training & Simulation
  • Architecture, Engineering & the Geospatial Markets
  • Medicine & Science
  • Digital Arts & VFX
  • Gaming & Entertainment

 

Also see:

Ron Arad designs a 3D theater that immerses you in projection art

Tagged with:  
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